Foxhole Resource Calculator

🚚 Foxhole Resource Calculator

Plan salvage, components, sulfur, bmats, rmats, emats, hemats, refinery queue timing, factory orders, truck and container loads, facility modifiers, and front-line delivery targets.

Tip: Queue refinery work before driving to the factory. A short queue buffer often matters more than one extra truck run when the front needs crates quickly.
Tip: Keep bmats, rmats, emats, and hemats in separate planning lanes. A load can be full while one rare material still blocks the whole order.
🎯Foxhole Logistics Presets
⚙️Refinery, Factory, and Delivery Inputs
Model note: Ratios and yields are editable planning defaults. Use the override fields when a war update, facility recipe, public queue, or regiment rule changes your real output.
Loads target stock, factory order, refinery queues, and hauling assumptions.
Adds material demand on top of direct front-line stock targets.
Use factory crate groups, vehicle batches, or supply packages.
Sets direct stock goals for the destination before factory order costs.
Controls load math for raw resource runs and finished-material delivery.
Drive time from field, refinery, depot, or factory to the destination.
Front repair, bunker, truck, and basic factory material target.
Refined materials target for vehicles, heavy gear, and regiment stock.
Explosive material stock for factory orders and combat supply queues.
Heavy explosive material target for large explosive and siege planning.
Current stock at refinery, depot, base, truck, or squad stockpile.
Count only rmats you can actually allocate to this run.
Explosive materials already refined or staged.
Heavy explosive materials already refined or staged.
Bmat cost per selected crate group or custom supply package.
Rmat cost per selected order, useful for armor or heavy equipment prep.
Emat cost per order for explosive or ammo-heavy supply planning.
Hemat cost per order for siege or heavy explosive logistics.
Default planning ratio for bmats. Edit if your refinery screen differs.
Default current-style explosive material planning ratio.
Component demand for refined materials.
Sulfur demand for heavy explosive material planning.
Available salvage from field, mine, truck, resource container, or stockpile.
Available components for rmat refining.
Available sulfur for hemat refining.
Positive values reduce raw requirement; negative values add waste, loss, or reserve.
Current public queue, pull delay, or staging wait before output is available.
A simple queue-time model. Increase it for congested refineries.
Finished-material carry capacity after crates, stacks, or reserved space.
Resource container stockpile planning capacity for raw resources.
Adds a buffer for combat losses, reserve stock, and partial crate pulls.
📌Current Logistics Snapshot
8.7k
Raw resource demand
Ammo
Factory order profile
54m
Refinery queue estimate
3
Primary delivery loads
Foxhole Resource Plan Results
Refined materials shortfall
-
after current stock
Raw resources to gather
-
salvage, comps, and sulfur
Refinery ready time
-
queue plus processing
Delivery run plan
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truck and container load estimate
⚖️Hauling Comparison Grid
📘Foxhole Logistics Reference Tables
Refinery conversion defaults used by this calculator
OutputRaw inputDefault ratioPlanning use
Basic MaterialsSalvage2 salvage per bmatRepairs, builds, common factory supply
Explosive MaterialsSalvage5 salvage per ematAmmo and explosive support orders
Refined MaterialsComponents20 comps per rmatVehicles, armor prep, heavy equipment
Heavy Explosive MaterialsSulfur5 sulfur per hematHeavy explosive and siege stock

Defaults are editable because live wars, facilities, and balance changes can shift the practical logistics math. Always compare with the refinery screen before a large public run.

Hauling and stockpile planning capacities
ModeBest cargoCalculator capacityOperational note
Transport truckFinished stacks or cratesEditable truck fieldBest for final-mile front delivery
Resource containerRaw field materials5,000 defaultStrong for salvage, comps, and sulfur bulk
Shipping containerCrated supplies60 crate modelNeeds depot, seaport, flatbed, and crane flow
Mixed chainRaw bulk plus local trucksCombined modelUse when the front lacks crane access

The calculator separates raw-resource hauling from finished-material delivery so a flatbed bulk route does not hide the final truck work near the front.

Factory order profile examples
ProfileMain pressureSecondary pressureUse when
Rifle and ammo crate mixBmatsEmatsInfantry line needs immediate basics
Soldier supplies runBmatsDelivery volumeBase spawn stock is dropping
Anti-vehicle supply batchEmatsRmatsArmor threat is active near front
Armor prep packageRmatsBmatsVehicle pad, garage, or regiment stock
Siege explosive stockHematsEmatsPush base or bunker breach prep

Factory costs are entered as editable package costs, not a locked item database. Put your real crate recipe or squad quartermaster sheet values into the custom fields.

Front-line delivery target cues
TargetBmat cueRare material cueLogistics risk
Relic base repair stockHighLowFrequent pulls during shelling
Town base public stockMediumMediumMany players pull from one queue
Border base pushHighEmat supportRoute may close quickly
Seaport staging stockBulkCrated rare matsNeeds last-mile coordination
Facility input padRecipe basedFacility dependentPartial inputs can stall output

Use the buffer field for front-line volatility. Repair bases and border pushes often need extra bmats even when the factory order is the official target.

Planning formulas used by the Foxhole resource calculator
MetricFormulaInputsInterpretation
Total material demandfront target + factory package x ordersDelivery target, order profile, order countAll refined material needed before current stock
Shortfallmax(0, demand x buffer - available)Current bmats, rmats, emats, hematsRefined output that still must be produced or hauled
Raw requirementshortfall x refinery ratio / modifierSalvage, components, sulfur ratiosField resources needed after facility or reserve adjustment
Queue timewait + raw / 100 x process minutesQueue wait, process rate, raw demandWhen the refinery output should be ready to pull
Loadsceil(cargo / capacity)Truck capacity, container capacityHow many delivery or bulk-haul trips to plan

The model is intentionally transparent: every recipe, stock, and capacity value can be overwritten to match a public logi squad, regiment stockpile, or live war patch.

Artillery doesn’t usually make that sound when a border base fall. It’s the hushed click of an abandoned crate. Your squad dug the trench and built the wall, but there’s no ammo for it. That’s the terror of Foxhole logistics.

More important than being able to shoot well is ensuring that the supply line does not snap under pressure. When most people pick up salvage, they drive it around. That is fine until game map starts getting serious. If you can’t bring raw material to a refinery without waiting an hour in queue, it might as well be sitting in that field.

Why Logistics Wins the Game

Plug in your own mission parameters, and the calculator will do the math. You won’t have to guess about exactly how many trips will close the gap between collecting raw goods and delivering them. Suddenlly your vague sense of urgency becomes a concrete plan.

But this is also where it gets tricky. These aren’t interchangeable materials. Some materials help support walls; some materials is used to fire guns. Some materials are heavy and explosive enough to penetrate fortifications; others is refined to make tanks. Bring the incorrect combination, and you’ve just driven all that way for nothing.

Before you even turn on engine, the game demands you split those lanes mentally. Are you trying to support a rifle push? An armor breakthrough? The raw inputs for one are entirely distinct from other, because you need targeted components with the latter and bulk salvage with the former. You need sulfur.

Most failures in supply runs happen at refinery level (timing). If the public queue gets backed up, your raw materials might not be ready when front collapses, even if you have plenty in your depot. So the calculator factors that in, predicting exactly when it’ll be able to pull output from the refinery. Because there’s a wait time already plus processing time, meaning you’re not surprised when the run ends with no crates. This makes all the difference in coordinating with other player who are waiting for their cut.

And then there’s issue of hauling capacity. There’s only so much you can fit in a transport truck. And you can carry more bulk in a container than you can in a truck, but it requires different handling. Plan for one type of transport and do something else? That would of been the wrong number.

Here are some examples of where raw bulk isn’t equal to finished goods: The pages lay it all out simply in its reference tables that explain difference between bulk and finished goods. Fitting 50 crates on a regular hauler? Nope. Break the load down or change vehicles altogether. It’s why for bigger operations, it often makes more sense to mix container drops with truck runs.

On top of that, factory orders consume materials faster than manual stocking ever could. While rushing to get a facility locked down, a single push might completely empty out your local stockpile. Knowing exactly what each batch consumes in terms of basic/explosive material ensures you won’t find yourself running dry during the middle of a push. For that reason, presets serve as a good starting point for some common situations such as siege preparations and ammo lines. It eliminates guesswork when planning on a regimental level.

In the end, that’s what logistics is all about: buffers. Real war gets messy. Routes get cut off. Refineries break down. Supplies gets dropped in rivers. You don’t want to have just what you need when you arrive at the front. You want to have enough to handle the chaos. That’s where that additional ten percent of buffer comes into play. It’s the difference between holding a line or watching it fall apart because no one had any more ammo.

It’s boring sitting around trying to plan. It’s boring staring at a number, calculating travel time and not being able to aim down sights. But boring plans win games. Keeping those trucks rolling on schedule, those queues managed, and those refineries stocked will hold together that front and the players who do that is winning games. You can be the best shot in the game, but when your supply line breaks, it doesn’t mean anything. Fill those crates.

Foxhole Resource Calculator

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